GenerateDungeonParams

Struct GenerateDungeonParams 

Source
pub struct GenerateDungeonParams {
Show 34 fields pub dimensions: (u32, u32), pub tiles_per_cell: u32, pub num_floors: u32, pub min_rooms_per_floor: u32, pub max_rooms_per_floor: u32, pub min_room_dimensions: (u32, u32), pub max_room_dimensions: (u32, u32), pub adjacent_rooms_allowed: bool, pub min_corridor_dimensions: (u32, u32), pub max_corridor_dimensions: (u32, u32), pub wall_dimensions: (u32, u32), pub wall_offset: (i32, i32), pub min_shared_cells: (usize, usize), pub squareness: f32, pub min_stairs_per_floor: u32, pub max_stairs_per_floor: u32, pub min_teleporters_per_floor: u32, pub max_teleporters_per_floor: u32, pub min_items_per_room: u32, pub max_items_per_room: u32, pub max_item_rarity: u32, pub item_density_scale: f32, pub item_rarity_scale: f32, pub min_enemies_per_room: u32, pub max_enemies_per_room: u32, pub max_enemy_difficulty: u32, pub enemy_density_scale: f32, pub enemy_difficulty_scale: f32, pub min_traps_per_room: u32, pub max_traps_per_room: u32, pub max_trap_difficulty: u32, pub trap_density_scale: f32, pub trap_difficulty_scale: f32, pub difficulty_ratio: f32,
}
Expand description

The parameters used to generate a dungeon.

Values can be in units of cells or tiles. Dungeon is first generated on a smaller grid of cells, which are then translated to a larger number of tiles. This is what gives the dungeon its rectangular structure.

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§dimensions: (u32, u32)

Width and height of dungeon in terms of cells.

§tiles_per_cell: u32

Number of tiles to translate cells to when outputting the final dungeon.

§num_floors: u32

Number of floors in the dungeon.

§min_rooms_per_floor: u32

Minimum number of main rooms per floor. These rooms are connected by corridors.

§max_rooms_per_floor: u32

Maximum number of main rooms per floor. These rooms are connected by corridors.

§min_room_dimensions: (u32, u32)

Minimum dimensions in cells for main rooms.

§max_room_dimensions: (u32, u32)

Maximum dimensions in cells for main rooms.

§adjacent_rooms_allowed: bool

Whether or not main rooms can connect directly with each other. If false, connections require a corridor in between.

§min_corridor_dimensions: (u32, u32)

Minimum dimensions in cells for corridors.

§max_corridor_dimensions: (u32, u32)

Maximum dimensions in cells for corridors.

§wall_dimensions: (u32, u32)

Dimensions in tiles for walls.

§wall_offset: (i32, i32)

Offset in tiles for walls.

§min_shared_cells: (usize, usize)

The minimum amount of shared cells required on the x and y axes for a room to be considered a neighbor.

§squareness: f32

This value decreases the likelihood of a corridor having one side much longer than the other.

§min_stairs_per_floor: u32

Minimum downward stairs per floor. Number of upward stairs will always be equal to the number of downward stairs in the previous floor.

§max_stairs_per_floor: u32

Maximum downward stairs per floor. Number of upward stairs will always be equal to the number of downward stairs in the previous floor.

§min_teleporters_per_floor: u32

Minimum pairs of teleporters per floor.

§max_teleporters_per_floor: u32

Maximum pairs of teleporters per floor.

§min_items_per_room: u32

Minimum number of items per main room or corridor.

§max_items_per_room: u32

Maximum number of items per main room or corridor.

§max_item_rarity: u32

Maximum value for item rarity score. Minimum will always be one. Items tend to be rarer in farther rooms or floors.

§item_density_scale: f32

Scale to be used for the item density noise map.

§item_rarity_scale: f32

Scale to be used for the item rarity noise map.

§min_enemies_per_room: u32

Minimum number of enemies per main room or corridor.

§max_enemies_per_room: u32

Maximum number of items per main room or corridor.

§max_enemy_difficulty: u32

Maximum value for enemy difficulty score. Minimum will always be one. Enemies tend to be more difficult in farther rooms or floors.

§enemy_density_scale: f32

Scale to be used for the enemy density noise map.

§enemy_difficulty_scale: f32

Scale to be used for the enemy difficulty noise map.

§min_traps_per_room: u32

Minimum number of traps per main room or corridor.

§max_traps_per_room: u32

Maximum number of enemies per main room or corridor.

§max_trap_difficulty: u32

Maximum value for trap difficulty score. Minimum will always be one. Traps tend to be more difficult in farther rooms or floors.

§trap_density_scale: f32

Scale to be used for the trap density noise map.

§trap_difficulty_scale: f32

Scale to be used for the trap difficulty noise map.

§difficulty_ratio: f32

The difficulty of the farthest room vs the difficulty of the starting room.

Trait Implementations§

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impl Clone for GenerateDungeonParams

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fn clone(&self) -> GenerateDungeonParams

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for GenerateDungeonParams

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for GenerateDungeonParams

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for GenerateDungeonParams

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for GenerateDungeonParams

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fn eq(&self, other: &GenerateDungeonParams) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for GenerateDungeonParams

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl Copy for GenerateDungeonParams

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impl StructuralPartialEq for GenerateDungeonParams

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